Oculus needs to be stricter about User Interface guidelines

It's disappointing when app developers use opposing methods to scroll/turn in a VR environment using the controller touchpad. The way Oculus does it on the homescreen of my Oculus Go is correct where you swipe what you see to the left to view what's on the right. This mimics touching the screen of a touchscreen computer/tablet, and even mimics what you see in the movie Minority Report. But some developers have tiles and scenes move in the opposite direction (no doubt due to the fact that Windows does that opposite direction with their laptop trackpads to mimic using a mouse rollerwheel).

I think Oculus should be stricter with UI guidelines for developer's apps for a more cohesive experience across all apps. I mentioned this to the author of the Wander app and not only did he agree about the swipe motion (he had it the Windows way) he added a Preference toggle to accommodate swiping in either direction. Always nice to see developers who are responsive to users and I was happy to pay for that great app. There are apps where I have zero problems when authors offer directional choices like often they do with flying games for pitch control.

How about it? Shouldn't Oculus be a little stricter on user interface?